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Cropzic

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  1. Well, i've just been refreshing the page all day not realizing it continued on page 2 :pinch: So, Here is the main script, This is originally another mod that i have been editing to learn and sort of duplicate with other uses, if it all works out, releasing so other could get it's use was in mind. In advance, Permissions on the mod page allows for this "Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator" and "Asset use permission You are allowed to use the assets in this file without permission as long as you credit me" scn modboxMainScript array_var aMods ; Contains all stored mods short bInit short iMenu short iButton Begin GameMode If bInit != 1 Let bInit := 1 Player.AddItem modboxItem 1 1 Let aMods := ar_Construct "stringmap" SetQuestDelay modboxMain 30 Endif If iMenu > 0 ; Means modboxItem was equipped outside the Pip-Boy. Cancel menu. Let iMenu := 0 SetQuestDelay modboxMain 30 MessageEx "You can't open the mods box from here." Endif End Begin MenuMode If iMenu > 0 If iMenu == 1 If GetActiveMenuMode == 1002 ; Upon opening the menu, check load order for compatibility. Once per gameload. If GetGameLoaded call modboxFnCompatibility Endif MessageBoxEx "Choose 'Pack Mods' to safely store away all mods in your inventory.%r%rYou can retrieve your mods at any time by choosing 'Unpack Mods'.|Pack Mods|Unpack Mods|Cancel" Let iMenu := 2 Else ; Means modboxItem was equipped outside of the the Pip-Boy inventory menu. Cancel menu. Let iMenu := 0 SetQuestDelay modboxMain 30 MessageEx "You can't open the mods box from here." Endif Elseif iMenu == 2 Let iButton := GetButtonPressed If iButton == 0; Pack call modboxFnPack Let iMenu := 0 SetQuestDelay modboxMain 30 Elseif iButton == 1; Unpack call modboxFnUnpack Let iMenu := 0 SetQuestDelay modboxMain 30 Elseif iButton == 2; Cancel Let iMenu := 0 SetQuestDelay modboxMain 30 Endif Endif Endif End As for "rForm" 's i tried to make 1 rForm for each of the 3 mods in the list as an attempt to fix a potential issue there. If it makes sense to do this i have no idea. I will look up array variables and read trough this. Wanted to post as fast as i could because i have no idea where the time frame on this forum doesn't match my clock. If your answers are 1 hour or 10 hours old i have no idea of x(
  2. Makes sense to me if this is the case. This made me really hopeful. But after testing it, Even with mix-matching the numbers. Now ONLY the one with "if iCheckCount == 0" works. I am beyond confused at this point. Code is hard, but certain things makes sense. When they make this much sense and yet doesn't work... It has to be me doing something wrong here. So here is the entire script i am working on right now. Right before posting this i even tried to use 3 int for modinex. So, IModIndex, IModIndex2 and IModIndex3. After that failed, i did the same with rForm. Still no damn luck. But thank god for Notepad++. And here is the part from the main script that runs it: short iMenu Begin MenuMode If iMenu > 0 If iMenu == 1 If GetActiveMenuMode == 1002 ; Upon opening the menu, check load order for compatibility. Once per gameload. If GetGameLoaded call modboxFnCompatibility Endif As of now i am blank. I haven't tried "array variable" as of yet, nor do i understand it. But at least, in my eyes after feeling like i've been hand holding the script trough. With my mindset, every time i tried these things i'm like "No way it wont work now" Yet it does not. Again, i have to be missing something.
  3. I think we are on the same page, i am currently playing around with the golden info @dubiousintent posted. However as you mentioned after playing with the info and learning from it which was excellent, i still haven't solved my problem. Unless i am completely blind (May be the case) Because as an experiment to learning what Dubious said, i tried it on my "semi-functional" script to put learning into practice but the problem persist. It still only does the first "IF" and not the others. Also, to clarify. I am using NVSE and JIP after going trough the (Fix this flood of errors) Stage of geck which was, fun. So i should be fine with tools, i think it just comes down to pure knowledge. Second clarify. English is my second language, so to be more direct, I have multiple "IF"'s, but only one works.The total script consists of 3 "IsModLoaded"'s but the amount of stuff it adds to FormList's makes the total script 1000 characters long. (And yes it took a while writing and converting FormID's from Hex to decimal for each item, which there probably is a way easier method to doing x)) i digress...
  4. I have been trying for over an hour now, but i just can't seem to understand their use with exactly why they are used i think. I have read up on brackets, braces etc and tried to find references without luck I have tried "Braces" multiple places, some broke the code, some didn't but nothing fixed the problem. I also tried playing with "Parens" but that led me unable to save my script no matter what i did. I really come from extremely low knowledge in scripting to begin with. But as far as i understand from reading "Getting started creating mods using GECK" and googeling, i am supposed to "enclose" parts of the code like a "recipe dump" so that if x = true then open recipe and follow everything in it, if not then skip everything enclosed in "Braces". then the same for the other checks so in the end it does all the checks and in addition skips a lot of code it didn't need to go trough? Where in my example it only does the first one. This might be a better way to ask. I am supposed to make this as a "checkpoint" If IsModLoaded "mod.esp" Let iModIndex := GetModIndex "mod.esp" Then all of these to be read if the checkpoint was correct: Let rForm := BuildRef iModIndex, 3260 AddFormToFormList modboxItemList rForm Let rForm := BuildRef iModIndex, 3261 AddFormToFormList modboxItemList rFormWhich in addition will make the code go through all the checkpoints?
  5. Thanks, Completely new to scripting and the brackets are sort of new to me, so where they belong exactly i am not entirely sure of. I'm on the google train so i'll report back :)
  6. Hey. First ever post here so in advance, sorry if it's in the wrong sub or anything else i probably overlooked. That out of the way, i have been editing a mod trying to learn a bit of GECK for a couple days and i managed to do what i wanted which was a huge relief and feeling of accomplishment!. Though, while adding some compatibility for other mods i started seeing a problem i've been trying to fix for the past 5 hours but my google skills is where it ended i guess. I am a complete potato at this coming from no experience in coding, modding or anything. I have installed tons of mods and figured out problems there and now the last week messed with game files and GECK. The problem. I have a script to add items from other esp's and esm's to a formlist, which works beautifully on the first section of the script but it seems to cut off after "endif"? https://pastebin.com/KrSzqXmw There is a simplified version of the script i am using. It does get the info from "WeaponModsExpanded.esp" but not from the others, i have tried switching them around and the one at the top always works while the others doesn't. Any help is highly appreciated. Still learning!
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